我们从Python开源项目中,提取了以下50个代码示例,用于说明如何使用pygame.MOUSEBUTTONUP。
def ProcessInput(self, events, pressed_keys): for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: # Move to the next scene when the user pressed Enter pass if event.type == pygame.MOUSEBUTTONDOWN: self.start_button.isClicked(event) self.help_button.isClicked(event) self.difficulty_button.isClicked(event) if event.type == pygame.MOUSEBUTTONUP: self.start_button.isClicked(event) self.help_button.isClicked(event) self.difficulty_button.isClicked(event) if event.type == pygame.MOUSEMOTION: self.start_button.isHovered(event) self.help_button.isHovered(event) self.difficulty_button.isHovered(event)
def ProcessInput(self, events, pressed_keys): for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: # Move to the next scene when the user pressed Enter pass if event.type == pygame.MOUSEBUTTONDOWN: for button in self.buttons: button.isClicked(event) if event.type == pygame.MOUSEBUTTONUP: for button in self.buttons: button.isClicked(event) if event.type == pygame.MOUSEMOTION: for button in self.buttons: button.isHovered(event)
def ProcessInput(self, events, pressed_keys): """ Process Input from user Inherited from SceneBase Args: self events - list of pygame events pressed_keys """ for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: # Move to the next scene when the user pressed Enter pass if event.type == pygame.MOUSEBUTTONDOWN: self.easy_button.isClicked(event) self.adv_button.isClicked(event) if event.type == pygame.MOUSEBUTTONUP: self.easy_button.isClicked(event) self.adv_button.isClicked(event) if event.type == pygame.MOUSEMOTION: self.easy_button.isHovered(event) self.adv_button.isHovered(event)
def isClicked(self, event): if self.inRange(event.pos[0], event.pos[1]): if event.type == pygame.MOUSEBUTTONDOWN: self.initiated = True if self.initiated and (event.type == pygame.MOUSEBUTTONUP): self.engaged = True else: #when click or release is detected outside of range make sure this is still not initiated self.initiated = False if self.engaged: if self.state is STATE.ACTIVE: self.deselect() else: self.select() self.initiated = False self.engaged = False
def handleEvents(self, event, fpsClock): if event.type == pygame.MOUSEBUTTONDOWN: # Play sound self.sound_beep1.play() if event.type == pygame.MOUSEBUTTONUP: if (not self.layer2[0].visible): for sprite in self.layer1: sprite.visible = False for sprite in self.layer2: sprite.visible = True Sound("assets/audio/enter_authorization_code.wav").play() elif (self.pin_i == len(str(self.pin))): # Ran out of button presses if (self.correct == 4): self.sound_granted.play() from screens.main import ScreenMain self.loadScreen(ScreenMain()) else: self.sound_deny2.play() self.sound_denied.play() self.reset() return False
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.show_msg == False: if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN: lhv = len(self.home_square.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.home_square.value = self.home_square.value[0:lhv - 1] elif not self.board.grid[4][18]: char = event.unicode if len(char) > 0 and lhv < 2 and char in self.digits: self.home_square.value += char self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEMOTION and self.drag: if self.board.grid[4][18]: self.home_square.value = "" self.home_square.update_me = True elif event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each)
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.show_msg == False: if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN: lhv = len(self.home_square.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.home_square.value = self.home_square.value[0:lhv - 1] elif not self.board.grid[4][16]: char = event.unicode if len(char) > 0 and char in self.digits: self.home_square.value = char self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEMOTION and self.drag: if self.board.grid[4][16]: self.home_square.value = "" self.home_square.update_me = True elif event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each)
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.show_msg == False: if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct: lhv = len(self.home_square.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.home_square.value = self.home_square.value[0:lhv - 1] else: char = event.unicode if (len(char) > 0 and lhv < 5 and char in self.digits): self.home_square.value += char self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEBUTTONUP: self.home_square.update_me = True if self.board.active_ship == self.home_square.unit_id: self.home_square.perm_outline_width = 5 self.home_square = self.ans_h self.board.active_ship = self.home_square.unit_id self.home_square.update_me = True self.mainloop.redraw_needed[0] = True
def handle(self, event): # TO DO if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: self.mouse_dn = True elif event.type == pygame.MOUSEBUTTONUP and event.button == 1 and self.mouse_dn: self.menu.active_cat = self.cat_id if self.menu.active_cat_o is not None: if self.menu.active_cat_o != self: self.menu.active_cat_o.deactivate() self.activate() self.menu.mainloop.redraw_needed[1] = True self.menu.mainloop.redraw_needed[2] = True elif event.type == pygame.MOUSEMOTION: self.on_mouse_over()
def handle_event(self, event): """ Slider event handler :param event: event to handle """ if not self.visible: return mouse_events = [pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN, pygame.MOUSEMOTION] if getattr(event, "source", None): self.event_source_local = False else: self.event_source_local = True if event.type in mouse_events: pos = event.pos if not self.bounding_box.collidepoint(pos): return self.mouse_action(event) elif event.type == USER_EVENT_TYPE: self.user_event_action(event)
def mouse_action(self, event): """ Mouse event handler :param event: event to handle """ pos = event.pos if self.selected and not(self.last_knob_position < pos[0] < self.last_knob_position + self.knob_width and pos[1] > self.bounding_box.y) and event.type != pygame.KEYUP: return button_press_simulation = getattr(event, "p", None) if event.type == pygame.MOUSEBUTTONUP and self.clicked: self.release_action(pos) elif event.type == pygame.MOUSEBUTTONDOWN and self.bounding_box.collidepoint(pos): self.press_action() elif event.type == pygame.MOUSEMOTION and (pygame.mouse.get_pressed()[0] or button_press_simulation) and self.bounding_box.collidepoint(pos) and self.clicked: self.motion_action(pos)
def handle_command(self, d): """ Handles commands sent from web client :param d: command object """ if d["command"] == "init": json_data = self.screen_to_json() web_socket.send_message(json_data) elif d["command"] == "mouse": a = {} a["pos"] = (d["x"], d["y"]) a["button"] = d["b"] event = None if d["d"] == 0: event = pygame.event.Event(pygame.MOUSEBUTTONDOWN, **a) elif d["d"] == 1: event = pygame.event.Event(pygame.MOUSEBUTTONUP, **a) elif d["d"] == 2: event = pygame.event.Event(pygame.MOUSEMOTION, **a) event.p = True event.source = "browser" thread = Thread(target=pygame.event.post, args=[event]) thread.start()
def ShowPhoto(photoFile): screen = pygameEngine.GetScreen() image = pygame.image.load(photoFile).convert() image = pygame.transform.scale(image, (config.WIDTH,config.HEIGHT)) screen.blit(image, (0,0)) pygame.display.update() sleep(1) pygameEngine.ShowNavButtons() i = 0 while True: # get one pygame event event = pygame.event.poll() # handle events # Button 1 = Quit if (event.type == pygame.MOUSEBUTTONUP and event.button == 1) or (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE) or GPIO.input(config.GPIO_NUMBER_BUTTON_1): return -1 # Button 2 = Cycle old photos if (event.type == pygame.MOUSEBUTTONUP and event.button == 3) or (event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN) or GPIO.input(config.GPIO_NUMBER_BUTTON_2): return 1 # Button Esc or Q = Quit keys if event.type == pygame.KEYDOWN and (event.key == pygame.K_ESCAPE or event.key == pygame.K_q) : return -1
def process_events(self): for event in pygame.event.get(): if event.type == VIDEORESIZE: self.screen = pygame.display.set_mode(event.dict['size'], HWSURFACE | DOUBLEBUF | RESIZABLE) print(event.dict['size']) self.width = event.dict['size'][0] self.height = event.dict['size'][1] if event.type == pygame.QUIT: return True if event.type == pygame.MOUSEBUTTONUP: if self.b1.rect.collidepoint(pygame.mouse.get_pos()): self.M0 = 1 self.M1 = 0 if self.Menu1.b1.rect.collidepoint(pygame.mouse.get_pos()): self.M0 = 0 self.M1 = 1 if self.Menu1.b4.rect.collidepoint(pygame.mouse.get_pos()): return True self.b1 = Button(self.width * 0.85, self.height * 0.05, self.width * 0.1, self.height * 0.05, "Menu") self.Menu1 = MainMenu(self.width, self.height) return False
def Refresh(self): self.ResetKeys() events = pygame.event.get() for event in events: if(event.type == pygame.KEYDOWN): self.CheckInputCache(event.key) self.pressed[event.key] = True self.keyDown[event.key] = True self.instantKey = event.key elif(event.type == pygame.KEYUP): self.pressed[event.key] = False self.keyUp[event.key] = True elif(event.type == pygame.MOUSEBUTTONDOWN): self.pressed[self.mouseButtons[event.button-1]] = True self.btnDown[self.mouseButtons[event.button-1]] = True elif(event.type == pygame.MOUSEBUTTONUP): self.pressed[self.mouseButtons[event.button-1]] = False self.btnUp[self.mouseButtons[event.button-1]] = True
def handleEvents(self): self.mouse = self.get(MOUSE) for event, pos in self.context.events: self.mouse = pos handled = self.mode.handleEvent((event, pos)) if not handled: if event.type == pygame.MOUSEBUTTONDOWN: self.handleMouseDown(event, pos) elif event.type == pygame.MOUSEMOTION: self.handleMouseMotion(pos) elif event.type == pygame.MOUSEBUTTONUP: self.handleMouseUp(pos) if self.mouse: self.set(MOUSE, self.mouse)
def process_events(self): """ Processes mouse events and quit event """ for event in pygame.event.get(): if event.type == pygame.QUIT: self.stopped = True self.render_thread.join() self.game_controller.cleanup() sys.exit() elif event.type == pygame.MOUSEBUTTONUP: self.process_mouse_event(False, self.is_double_click()) elif event.type == pygame.MOUSEBUTTONDOWN: self.process_mouse_event(True)
def ProcessInput(self, events, pressed_keys): """ Process input from user Inherits from SceneBase Args: self events - pygame events pressed_keys """ for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: # Move to the next scene when the user pressed Enter pass if event.type == pygame.MOUSEBUTTONDOWN: for button in self.buttons: button.isClicked(event) if self.leveling_up: self.continue_button.isClicked(event) if event.type == pygame.MOUSEBUTTONUP: for button in self.buttons: button.isClicked(event) if self.leveling_up: self.continue_button.isClicked(event) if event.type == pygame.MOUSEMOTION: #for button in self.buttons: # button.isHovered(event) if self.leveling_up: self.continue_button.isHovered(event)
def _mouseup_cb(self, widget, event): self.__button_state[event.button-1] = 0 return self._mouseevent(widget, event, pygame.MOUSEBUTTONUP)
def process_input(self): # Process touchscreen input from alarmpanel.button import STATE_PRESSED for event in pygame.event.get(): if event.type is pygame.MOUSEBUTTONDOWN: pos = pygame.mouse.get_pos() for b in self._buttons: if b.down(pos): break elif event.type is pygame.MOUSEBUTTONUP: pos = pygame.mouse.get_pos() for b in self._buttons: if b.up(pos): pass # Redraw other buttons which might be stuck in the down position elif b.state == STATE_PRESSED: b.set_state(STATE_DEFAULT)
def wait_for_mouseclick(): """ Wait for the mouse click. Returns: Position of mouse as touple """ while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONUP: pos = pygame.mouse.get_pos() return pos
def handle_event(self, event): """ Handle events of the GUI""" if event.type == pygame.MOUSEBUTTONUP: log.debug('Received a new event: %s', str(event)) pos = pygame.mouse.get_pos() self.handle_mouseup(pos) elif event.type == pygame.MOUSEBUTTONDOWN: log.debug('Received a new event: %s', str(event)) pos = pygame.mouse.get_pos() self.handle_mousedown(pos) elif event.type == pygame.KEYDOWN: log.debug('Received a new event: %s', str(event)) self.handle_key_pressed(event.key)
def big_bang(inic, tela, quando_tick=lambda e: e, \ frequencia=28, \ desenhar=lambda e: pg.Surface((0,0)), \ quando_tecla=lambda e, k: e, \ quando_mouse=lambda e, x, y, ev: e, \ parar_quando=lambda e: False): pg.init() estado = inic clock = pg.time.Clock() while True: pg.display.flip() if parar_quando(estado): print(estado) sys.exit(0) for event in pg.event.get(): if event.type == pg.QUIT: print(estado) sys.exit(0) if event.type == pg.KEYDOWN: estado = quando_tecla(estado, event.key) elif event.type in [pg.MOUSEBUTTONDOWN, pg.MOUSEBUTTONUP, pg.MOUSEMOTION]: x, y = pg.mouse.get_pos() estado = quando_mouse(estado, x, y, event.type) estado = quando_tick(estado) tela.fill(COR_BRANCO) desenhar(estado) clock.tick(frequencia)
def on_release(self, event, function, *args): if event.type == pygame.MOUSEBUTTONUP: if event.button == 1: if self.rect.R.collidepoint(event.pos): function(*args) if args else function()
def on_mouse_button_release(self, event, mouse_button, function, *args): if event.type == pygame.MOUSEBUTTONUP: if event.button == mouse_button: if self.rect.R.collidepoint(event.pos): function(*args) if args else function()
def __init__(self, text, signal, align=Align.NONE): # make a label of the text - but we only want the image label = GuiLabel(text, (0, 0, 0), (214, 214, 214)).image # get the contents to render themselves border = Resources.configs.get(self.border_config) image = add_border(label, border, Resources.get_image(border.image)) rect = pygame.Rect(0, 0, image.get_width(), image.get_height()) super().__init__(rect, image, align, False) self.messages = [pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN] self.highlight = self.get_highlight() self.normal_image = self.image self.signal = signal self.changed = False
def handleEvent(self, event, clock): handled = False if not self.visible: self.focussed = False return handled if self.groups()[0].UI_PLACEMENT_MODE: if event.type == pygame.MOUSEBUTTONDOWN: self.pressed_time = pygame.time.get_ticks() self.focussed = True if event.type == pygame.MOUSEMOTION: if (self.focussed and pygame.time.get_ticks() - self.pressed_time > 1000): self.long_pressed = True self.rect.top = event.pos[1] self.rect.left = event.pos[0] self.dirty = 1 if event.type == pygame.MOUSEBUTTONUP: if self.handler: self.handler(self, event, clock) handled = True if self.focussed and self.long_pressed: print event.pos[1], event.pos[0] self.pressed_time = 0 self.long_pressed = False self.focussed = False return handled
def handleEvents(self, event, fpsClock): if event.type == pygame.MOUSEBUTTONDOWN: self.beep1.play() if event.type == pygame.MOUSEBUTTONUP: return False
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: self.active_item = self.board.ships[self.board.active_ship] if self.active_item.unit_id < self.shape_count: self.create_card(self.active_item)
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.show_msg == False: if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT): self.next_step() elif event.type == pygame.MOUSEBUTTONUP: if self.board.active_ship == self.next_step_btn.unit_id: if self.cursor_pos == self.sumn1n2sl + 1: self.level.next_board_load() else: self.next_step()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) if True: # self.data[5] == 1: self.auto_check() self.check_result()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP and event.button == 1: self.draw_lines() self.mainloop.redraw_needed[0] = True
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: self.check_result()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.show_msg == False: if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT): self.next_step() elif event.type == pygame.MOUSEBUTTONUP: if self.board.active_ship == self.next_step_btn.unit_id: if self.current_pos + 1 > self.all_a_count: self.level.next_board_load() else: self.next_step()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.show_msg == False: if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT): self.next_step() elif event.type == pygame.MOUSEBUTTONUP: if self.board.active_ship == self.next_step_btn.unit_id: if self.current_pos + 1 > self.all_a_count: # if self.cursor_pos == self.sumn1n2sl+1: self.level.next_board_load() else: self.next_step()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) self.check_result() if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() elif event.type == pygame.KEYUP: self.check_result()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() elif event.type == pygame.MOUSEBUTTONUP and event.button == 1: self.draw_lines() self.mainloop.redraw_needed[0] = True self.check_result()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) self.check_result(auto=True)
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEBUTTONDOWN: if self.board.active_ship >= 0: active = self.board.ships[self.board.active_ship] active.image.set_alpha(150) elif event.type == pygame.MOUSEBUTTONUP: if self.board.active_ship >= 0: active = self.board.ships[self.board.active_ship] active.image.set_alpha(255) self.check_result()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION: if self.drag: self.swap_font_color() # if self.drag and self.mouse_entered_new: # self.swap_font_color() elif event.type == pygame.MOUSEBUTTONUP: self.swap_font_color() self.check_result() # if self.drag and self.mouse_entered_new: # self.swap_font_color()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.ship_id < 0 and event.type == pygame.MOUSEBUTTONDOWN: # make it impossible to deselect the main character self.board.active_ship = 0 self.ship_id = 0 if self.moveable == True: pos = event.pos column = (pos[0] - self.layout.menu_w) // (self.layout.width) row = (pos[1] - self.layout.top_margin) // (self.layout.height) self.direction = [0, 0] arrow_clicked = False if column == self.owl_pos[0] - 1 and row == self.owl_pos[1]: self.direction[0] = -1 arrow_clicked = True elif column == self.owl_pos[0] + 1 and row == self.owl_pos[1]: self.direction[0] = 1 arrow_clicked = True elif column == self.owl_pos[0] and row == self.owl_pos[1] - 1: self.direction[1] = -1 arrow_clicked = True elif column == self.owl_pos[0] and row == self.owl_pos[1] + 1: self.direction[1] = 1 arrow_clicked = True if arrow_clicked: self.check_direction_kdown() if (event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN) and self.moveable == False: self.move = False elif event.type == pygame.KEYUP or event.type == pygame.MOUSEBUTTONUP: self.highlight_color(-1) self.mainloop.redraw_needed[0] = True self.move = False
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) self.auto_check()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) if self.data[5] == 1: self.auto_check() self.check_result()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if self.show_msg == False: if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT: self.home_sqare_switch(self.board.active_ship + 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT: self.home_sqare_switch(self.board.active_ship - 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP: self.home_sqare_switch(self.board.active_ship - self.sumn1n2sl + 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN: self.home_sqare_switch(self.board.active_ship + self.sumn1n2sl) elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct: lhv = len(self.home_square.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.home_square.value = self.home_square.value[0:lhv - 1] else: char = event.unicode if (len(char) > 0 and lhv < 2 and char in self.digits): self.home_square.value = char if self.auto_select: self.home_sqare_switch(self.board.active_ship + 1) else: self.home_square.value = "" self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEBUTTONUP: self.home_sqare_switch(self.board.active_ship)
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: pass #self.check_result(auto=True) #self.auto_check_reset()
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() elif event.type == pygame.KEYUP or event.type == pygame.MOUSEBUTTONUP: self.check_result()